
texture g_txScene;

sampler g_samSrcColor = sampler_state
{
    Texture = <g_txScene>;
    MipFilter = LINEAR;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
};

float4 ps_main(float2 Tex : TEXCOORD0 ) : COLOR0
{
    float4 Color = tex2D(g_samSrcColor, Tex);  
    Color.rgb = dot(Color.rgb, float3(0.222, 0.707, 0.071));
    return Color;
}

technique PostProcess
{ 
	pass p0
	{ 
		VertexShader = null;
        PixelShader = compile ps_2_0 ps_main();
        ZEnable = false;
        Sampler[0] = (g_samSrcColor);
	}
}

